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/foundation/arkui/ace_engine/test/tools/event_tree_to_graph/src/graph/
H A Dgraph_converter.py45 def draw_title_and_touch_points(tree: EventTree, tree_name, dot):
56 dot.subgraph(sub_graph)
112 def draw_event_procedures(tree: EventTree, tree_name, dot, is_show_detail):
126 dot.edge(tree_name, scope_root_node_name, color=edge_colors[current_index])
131 dot.subgraph(sub_graph)
140 dot = Digraph(comment=comment)
143 draw_title_and_touch_points(tree, tree_name, dot)
145 draw_event_procedures(tree, tree_name, dot, is_show_detail)
149 dot.render(out_graph_file_name, format='svg', cleanup=True, view=False)
211 def draw_hittest_result(tree: EventTree, tree_name, dot)
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h100 pow(clamp(max(dot(normalDFdx, normalDFdx), dot(normalDdFdy, normalDdFdy)), 0.0, 1.0), 0.333); in GetFinalCorrectedRoughness()
121 const float ccNoV = clamp(dot(ccsv.ccNormal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in AppendIndirectClearcoat()
274 const float VoH = clamp(dot(sd.V, H), 0.0, 1.0); in CalculateLight()
275 const float NoH = clamp(dot(sd.N, H), 0.0, 1.0); in CalculateLight()
296 const float VoH = clamp(dot(sd.V, H), 0.0, 1.0); in CalculateLight()
297 const float NoH = clamp(dot(sd.N, H), 0.0, 1.0); in CalculateLight()
310 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
311 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
312 const float ccLoH = clamp(dot( in CalculateLight()
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H A D3d_dm_brdf_common.h45 const float horizon = min(1.0 + dot(R, N), 1.0); in SpecularHorizonOcclusion()
119 float d2 = dot(d, d); in dGGXAnisotropic()
H A D3d_dm_shadowing_common.h41 const float compZ = compareDepth + dot(uvOffset, receiverPlaneDepthBias); in GetPcfSample()
83 const float fSamplingError = 2.0 * dot(vec2(1.0) * texelSize, abs(receiverPlaneDepthBias)); in CalcPcfShadow()
155 const float fSamplingError = 2.0 * dot(vec2(1.0) * texelSize, abs(receiverPlaneDepthBias)); in CalcPcfShadowMed()
H A D3d_dm_inplace_fog_common.h53 const float cameraToPointLengthSqr = dot(cameraToPointVector, cameraToPointVector); in InplaceFogBlock()
H A D3d_dm_inplace_sampling_common.h26 uv.x = dot(texTransform.rotateScale.xy, uvInput); in GetTransformedUV()
27 uv.y = dot(texTransform.rotateScale.zw, uvInput); in GetTransformedUV()
/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h33 const float VoH = clamp(dot(sd.V, H), 0.0, 1.0); in CalculateLightInplace()
34 const float NoH = clamp(dot(sd.N, H), 0.0, 1.0); in CalculateLightInplace()
47 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
48 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
49 const float ccLoH = clamp(dot(L, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
50 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
97 const float NoL = clamp(dot(sd.N, L), 0.0, 1.0); in CalculateLightingInplace()
130 const float NoL = clamp(dot(sd.N, L), 0.0, 1.0); in CalculateLightingInplace()
152 const float cd = dot(uLightData.lights[currLightIdx].dir.xyz, -L); in CalculateLightingInplace()
177 const float NoL = clamp(dot(s in CalculateLightingInplace()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/shaders/common/
H A Drender_color_conversion_common.h103 const float y = dot(rgb, vec3(0.25, 0.5, 0.25)); in rgbToYCoCg()
104 const float co = dot(rgb, vec3(0.5, 0.0, -0.5)); in rgbToYCoCg()
105 const float cg = dot(rgb, vec3(-0.25, 0.5, -0.25)); in rgbToYCoCg()
H A Drender_post_process_common.h41 return dot(distUv, distUv) * chromaCoefficient; in getChromaCoeff()
49 return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453); in RandomDither()
H A Drender_post_process_blocks.h72 const CORE_RELAXEDP float chroma = dot(distUv, distUv) * chromaFactor.y * chromaFactor.x; in PostProcessColorFringeBlock()
93 outCol += fract(sin(dot(random01Range.xy, vec2(12.9898, 78.233))) * 43758.5453) * ditherFactor.x; in PostProcessDitherBlock()
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Degl_state.cpp239 // Returns the horizontal dot pitch of the display on which a window surface is visible.The value returned is in DumpEGLSurface()
240 // equal to the actual dot pitch, in pixels meter, multiplied by the constant value EGL_DISPLAY_SCALING. in DumpEGLSurface()
264 // Returns the vertical dot pitch of the display on which a window surface is visible.The value returned is in DumpEGLSurface()
265 // equal to the actual dot pitch, in pixels / meter, multiplied by the constant value EGL_DISPLAY_SCALING. in DumpEGLSurface()
629 auto dot = version.find_first_of('.'); in VerifyVersion() local
630 auto majorS = version.substr(0, dot); in VerifyVersion()
631 if (dot != string_view::npos) { in VerifyVersion()
632 auto minorS = version.substr(dot + 1); in VerifyVersion()
690 const auto dot = version.find_first_of('.'); in CreateContext() local
691 if (dot ! in CreateContext()
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/
H A Dcube_demo.js38 vec3 diffuse = lightColor * max(dot(normal,lightDirection),0.0);
43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/
H A Dcube2_demo.js38 vec3 diffuse = lightColor * max(dot(normal,lightDirection),0.0);
43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
/foundation/arkui/ace_engine/frameworks/bridge/declarative_frontend/engine/
H A DjsEnumStyle.js1852 static dot() {

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